SilverBride wrote: »ESO is not for everyone. No game is. But it works for a lot of players. Changing a working formula would not be a good business move.
Why can't ESO appeal to the general TES fan or the greater gaming public? Bookmark
hcbigdogdoghc wrote: »
Some of it, though, was completely starting from scratch. Rethinking about how we tell stories. The launch was an excellent example. We were so focused on earth-shattering, world-changing events and quests where you go into an area, and it was populated by monsters, and then you complete the objective. You'd save the city and all that other stuff, and yeah, that's great. But a single-player game doesn't work in a multiplayer game because you separate players from each other, and they can't play together. So that was a big area for us to rethink; how do we tell those types of stories and find new ways to do just that without separating players?
adriant1978 wrote: »hcbigdogdoghc wrote: »Some of it, though, was completely starting from scratch. Rethinking about how we tell stories. The launch was an excellent example. We were so focused on earth-shattering, world-changing events and quests where you go into an area, and it was populated by monsters, and then you complete the objective. You'd save the city and all that other stuff, and yeah, that's great. But a single-player game doesn't work in a multiplayer game because you separate players from each other, and they can't play together. So that was a big area for us to rethink; how do we tell those types of stories and find new ways to do just that without separating players?
General TES fan here and IMO this is one of the worst things they ever did to the game. It's the reason why Bleakrock will be on fire forever, and why half the towns in Tamriel are still overrun by bandits long after we "drove them off".
One of the original things which attracted me to ESO was the idea that you could have a meaningful impact on the world, that if you defeated the monsters attacking a village then you'd be rewarded with an actual village instead of a mob spawning ground. Now we just have a static themepark world where nothing ever changes, because a few people whined about not being able to group up with folks who were in a different phase. Like anyone needs to group for overland content anyway. I for one would love to see them bring area phasing back.
DMuehlhausen wrote: »Because it's a MMO. Other genre audiences overlap a bit but are definitely not same.
Yeah I don't understand why people don't get this.
For the deep RPG character leveling experience you have your single player TES games (maybe not deep but you get the idea)
For people that enjoy grouping and talking to others we have this. The world overlaps, and there are features that will, but they can't expect ZOS to just make Skyrim Multi player.
I agree, it's strange that some TES players don't really get that ESO is a hybrid RPG/MMO and not simply "Skyrim with friends", whatever that means. I think a lot of the TES players' criticisms of ESO come from people whose entire playing of TES began and finished with Skyrim. Most people who have played every TES title since Arena in 1994 have a balanced view of the series, often preferring one of the earlier games to Skyrim, and see ESO as an entirely separate and different game within the TES family, no more and no less than that.
These sorts of discussions always remind me of my favourite forum posts, they're the ones that say something along the lines of "I've sunk over 12,000 hours into Skyrim and the thing I hate most about ESO is the grind"!
Skyrim with Friends
As in it has the same engine & gameplay as Skyrim (without Shouts) but you can play with others. Not as many people in the same instance as we would see in an MMO but you can still play with people. Sure, it would probably have a different skill system but not the class system we have right now. I think you get the idea.
I've also seen TES veterans say they would have preferred that approach - also saying "Morrowind/Oblivion with Friends"
We cannot go back at this point but this is what people mean when they say "Skyrim with friends"
VaranisArano wrote: »So...because I don't need to group up for overland content, I shouldn't be able to group up with friends who join up to play the game? I shouldn't be able to play with friends who are lower level or haven't done certain quests?
That's one of the main criticisms that led to One Tamriel.
My SO and I started playing ESO, then got another couple into playing too. Except that we were EP and they joined AD. Whoops, can't group up or play together on those characters! So they made EP characters to play with us. Whoops! Instances, quest phases, and level differences mean we couldn't really play together.
We all had to make a whole new set of characters who had to play together just so we could group up and experience the fun of playing together. It wasn't until after One Tamriel that our "mains" could finally meet up and we got to play and roleplay together on our favorite characters.
It may not be your cup of tea, but ZOS is entirely correct to note that separating players creates problems in an MMO.
DMuehlhausen wrote: »Because it's a MMO. Other genre audiences overlap a bit but are definitely not same.
Yeah I don't understand why people don't get this.
For the deep RPG character leveling experience you have your single player TES games (maybe not deep but you get the idea)
For people that enjoy grouping and talking to others we have this. The world overlaps, and there are features that will, but they can't expect ZOS to just make Skyrim Multi player.
I agree, it's strange that some TES players don't really get that ESO is a hybrid RPG/MMO and not simply "Skyrim with friends", whatever that means. I think a lot of the TES players' criticisms of ESO come from people whose entire playing of TES began and finished with Skyrim. Most people who have played every TES title since Arena in 1994 have a balanced view of the series, often preferring one of the earlier games to Skyrim, and see ESO as an entirely separate and different game within the TES family, no more and no less than that.
These sorts of discussions always remind me of my favourite forum posts, they're the ones that say something along the lines of "I've sunk over 12,000 hours into Skyrim and the thing I hate most about ESO is the grind"!
Skyrim with Friends
As in it has the same engine & gameplay as Skyrim (without Shouts) but you can play with others. Not as many people in the same instance as we would see in an MMO but you can still play with people. Sure, it would probably have a different skill system but not the class system we have right now. I think you get the idea.
I've also seen TES veterans say they would have preferred that approach - also saying "Morrowind/Oblivion with Friends"
We cannot go back at this point but this is what people mean when they say "Skyrim with friends"
Thanks, to be honest that's what I assume people meant - i.e. more like a LAN version of Skyrim, not really a MMORPG game derived from TES.
SilverBride wrote: »ESO is not for everyone. No game is. But it works for a lot of players. Changing a working formula would not be a good business move.
adding a difficulty option instance would hardly "Change a Working Formula" or make it a totally different game - again it's really not that radical of a concept.
EDIT: I would also say it's a good business move to ensure long term engagement of its players - and I hear way more stories about people leaving because the overland/story is too easy - I hardly hear anyone leaving because something was "too hard".
SilverBride wrote: »SilverBride wrote: »ESO is not for everyone. No game is. But it works for a lot of players. Changing a working formula would not be a good business move.
adding a difficulty option instance would hardly "Change a Working Formula" or make it a totally different game - again it's really not that radical of a concept.
EDIT: I would also say it's a good business move to ensure long term engagement of its players - and I hear way more stories about people leaving because the overland/story is too easy - I hardly hear anyone leaving because something was "too hard".
We obviously have had very different experiences. I left because it was too hard and I didn't return until One Tamriel. Outside these forums I have never heard a single person say the game is too easy, but I know many who left when I did because it was too difficult and because of Craglorn's forced grouping. One Tamriel is what revived this game and kept it alive.
SilverBride wrote: »SilverBride wrote: »ESO is not for everyone. No game is. But it works for a lot of players. Changing a working formula would not be a good business move.
adding a difficulty option instance would hardly "Change a Working Formula" or make it a totally different game - again it's really not that radical of a concept.
EDIT: I would also say it's a good business move to ensure long term engagement of its players - and I hear way more stories about people leaving because the overland/story is too easy - I hardly hear anyone leaving because something was "too hard".
We obviously have had very different experiences. I left because it was too hard and I didn't return until One Tamriel. Outside these forums I have never heard a single person say the game is too easy, but I know many who left when I did because it was too difficult and because of Craglorn's forced grouping. One Tamriel is what revived this game and kept it alive.
SilverBride wrote: »SilverBride wrote: »ESO is not for everyone. No game is. But it works for a lot of players. Changing a working formula would not be a good business move.
adding a difficulty option instance would hardly "Change a Working Formula" or make it a totally different game - again it's really not that radical of a concept.
EDIT: I would also say it's a good business move to ensure long term engagement of its players - and I hear way more stories about people leaving because the overland/story is too easy - I hardly hear anyone leaving because something was "too hard".
We obviously have had very different experiences. I left because it was too hard and I didn't return until One Tamriel. Outside these forums I have never heard a single person say the game is too easy, but I know many who left when I did because it was too difficult and because of Craglorn's forced grouping. One Tamriel is what revived this game and kept it alive.
One Tamriel had many advantages. One often understated one is that people who complain that overland content is too easy for fully geared alts with loads of CPs and a full knowledge of the game forget that prior to One Tamriel if you dared to complete new DLC content as soon as it was launched while still levelling up your main character you would find on returning to the base game that you had completely out-levelled the content you were doing previously, making it trivial. One Tamriel removed any disadvantage in taking on new content "out of turn". That alone has transformed the game for me.
SilverBride wrote: »SilverBride wrote: »ESO is not for everyone. No game is. But it works for a lot of players. Changing a working formula would not be a good business move.
adding a difficulty option instance would hardly "Change a Working Formula" or make it a totally different game - again it's really not that radical of a concept.
EDIT: I would also say it's a good business move to ensure long term engagement of its players - and I hear way more stories about people leaving because the overland/story is too easy - I hardly hear anyone leaving because something was "too hard".
We obviously have had very different experiences. I left because it was too hard and I didn't return until One Tamriel. Outside these forums I have never heard a single person say the game is too easy, but I know many who left when I did because it was too difficult and because of Craglorn's forced grouping. One Tamriel is what revived this game and kept it alive.
What I mean is that I don't hear anyone leave because things are too hard Post-OT, I hear that things are too easy Post-OT.
As to your point though: Before One Tamriel was also a very different time - most complaints I heard were about loot pools being bad, leveling was Very slow, veteran ranks were broken, etc. also Craglorn was very specifically designed for groups. This is Not an apt comparison. - but yes things weren't good back then.
However, this is comparing two extremes of a pendulum swing. Went too far in one direction but now it has gone too far in the other direction.
Like I've said in the past; being too hard can make something not fun - but the same is true if it is made too easy.
And people aren't asking that others to be Forced to play in their difficulty preference - they're asking for the option to opt into a difficulty that makes the story more fun for them. Leaving others to play the story how they want.
these days almost every time I introduce somebody to ESO I hear the same thing about questing being too easy / unengaging, or I'll hear from a guild mate who doesn't even bother questing anymore.
SilverBride wrote: »SilverBride wrote: »ESO is not for everyone. No game is. But it works for a lot of players. Changing a working formula would not be a good business move.
adding a difficulty option instance would hardly "Change a Working Formula" or make it a totally different game - again it's really not that radical of a concept.
EDIT: I would also say it's a good business move to ensure long term engagement of its players - and I hear way more stories about people leaving because the overland/story is too easy - I hardly hear anyone leaving because something was "too hard".
We obviously have had very different experiences. I left because it was too hard and I didn't return until One Tamriel. Outside these forums I have never heard a single person say the game is too easy, but I know many who left when I did because it was too difficult and because of Craglorn's forced grouping. One Tamriel is what revived this game and kept it alive.
One Tamriel had many advantages. One often understated one is that people who complain that overland content is too easy for fully geared alts with loads of CPs and a full knowledge of the game forget that prior to One Tamriel if you dared to complete new DLC content as soon as it was launched while still levelling up your main character you would find on returning to the base game that you had completely out-levelled the content you were doing previously, making it trivial. One Tamriel removed any disadvantage in taking on new content "out of turn". That alone has transformed the game for me.
the first part is a major misconception.
People who have voiced this complaints will often have CP turned off and even wear lesser gear - and find that the problem is the gameplay and enemies are very incompetent.
That's part of what a classic difficulty setting does - it made enemies have more health, resistances, damage output in order to make up for the players knowledge and skill of the mechanics.
OT is great for sure but it has a big flaw which is that the only difficulty it has is practically novice. It's centered around level 10 players with no game knowledge and mismatched gear.
Once you have a basic understanding of the mechanics it became a cakewalk - even with no help from alts. Nothing is much of a threat and you are never really at risk.
and Main Story Bosses are very stripped down - bare minimum - encounters. Which made for a disappointing and anti climatic conclusion to the many Storylines
That is another pet peeve. We used to have:
Just buy the game, then;
buy the game, and the expansions;
don't buy the game, but you have this option of micro transactions;
buy the game, buy the expansions and have a monthly fee.
Now we have: buy the game, buy the expansion, have a monthly fee, and here are some things you can buy extra too.
SilverBride wrote: »That is another pet peeve. We used to have:
Just buy the game, then;
buy the game, and the expansions;
don't buy the game, but you have this option of micro transactions;
buy the game, buy the expansions and have a monthly fee.
Now we have: buy the game, buy the expansion, have a monthly fee, and here are some things you can buy extra too.
I look at it this way. When I'm on vacation and take a trip, first I pay for airline tickets. Then I book a room and pay for lodging. Then I pay for experiences, such as tours of the area. Then there are meals, and souvenirs, etc..
Well I consider ESO my vacation from the world. I expect there will be added costs here and there, but they are all optional depending on how much of an experience I am looking for.
ESO is entertainment for us, but for ZoS it's a business that needs a steady revenue to remain afloat.
SilverBride wrote: »SilverBride wrote: »ESO is not for everyone. No game is. But it works for a lot of players. Changing a working formula would not be a good business move.
adding a difficulty option instance would hardly "Change a Working Formula" or make it a totally different game - again it's really not that radical of a concept.
EDIT: I would also say it's a good business move to ensure long term engagement of its players - and I hear way more stories about people leaving because the overland/story is too easy - I hardly hear anyone leaving because something was "too hard".
We obviously have had very different experiences. I left because it was too hard and I didn't return until One Tamriel. Outside these forums I have never heard a single person say the game is too easy, but I know many who left when I did because it was too difficult and because of Craglorn's forced grouping. One Tamriel is what revived this game and kept it alive.
One Tamriel had many advantages. One often understated one is that people who complain that overland content is too easy for fully geared alts with loads of CPs and a full knowledge of the game forget that prior to One Tamriel if you dared to complete new DLC content as soon as it was launched while still levelling up your main character you would find on returning to the base game that you had completely out-levelled the content you were doing previously, making it trivial. One Tamriel removed any disadvantage in taking on new content "out of turn". That alone has transformed the game for me.
the first part is a major misconception.
People who have voiced this complaints will often have CP turned off and even wear lesser gear - and find that the problem is the gameplay and enemies are very incompetent.
That's part of what a classic difficulty setting does - it made enemies have more health, resistances, damage output in order to make up for the players knowledge and skill of the mechanics.
OT is great for sure but it has a big flaw which is that the only difficulty it has is practically novice. It's centered around level 10 players with no game knowledge and mismatched gear.
Once you have a basic understanding of the mechanics it became a cakewalk - even with no help from alts. Nothing is much of a threat and you are never really at risk.
and Main Story Bosses are very stripped down - bare minimum - encounters. Which made for a disappointing and anti climatic conclusion to the many Storylines
With respect, that is where the misconception lies, not in my point. You are assessing it from the point of view of an experienced player with full knowledge of the mechanics, rather than from the point of view of the average player running overland content. Most such complaints come from players who claim to routinely solo world bosses - most players cannot, and the overland content is tailored for them as it should be, while veteran content like dungeons and trials is tailored for those who can treat overland content as a cakewalk.
As for main storyline encounters, they should never be locked behind elite combat abilities, one of my absolute hates in computer games of any kind is when I sail through the entire game until the final encounter when I get insta-wiped because I don't have the reflexes and dexterity of a player 50 years younger than me, or the desire to spend ages watching videos on You Tube to learn second by second how to finish a game I had no trouble in playing up to that point. The main storyline is first and foremost about the story and should be capable of being completed by anyone who has got to that stage.
Where I am much more sympathetic to the case for optional veteran challenge settings in overland content is in DLC/Chapter releases where I can appreciate that elite players want to be able to experience the new content with a degree of challenge. That is, however, a different case to the one whereby people want veteran gear dropping on their low-level alts from mobs in Khenarthi's Roost.
SilverBride wrote: »SilverBride wrote: »ESO is not for everyone. No game is. But it works for a lot of players. Changing a working formula would not be a good business move.
adding a difficulty option instance would hardly "Change a Working Formula" or make it a totally different game - again it's really not that radical of a concept.
EDIT: I would also say it's a good business move to ensure long term engagement of its players - and I hear way more stories about people leaving because the overland/story is too easy - I hardly hear anyone leaving because something was "too hard".
We obviously have had very different experiences. I left because it was too hard and I didn't return until One Tamriel. Outside these forums I have never heard a single person say the game is too easy, but I know many who left when I did because it was too difficult and because of Craglorn's forced grouping. One Tamriel is what revived this game and kept it alive.
One Tamriel had many advantages. One often understated one is that people who complain that overland content is too easy for fully geared alts with loads of CPs and a full knowledge of the game forget that prior to One Tamriel if you dared to complete new DLC content as soon as it was launched while still levelling up your main character you would find on returning to the base game that you had completely out-levelled the content you were doing previously, making it trivial. One Tamriel removed any disadvantage in taking on new content "out of turn". That alone has transformed the game for me.
the first part is a major misconception.
People who have voiced this complaints will often have CP turned off and even wear lesser gear - and find that the problem is the gameplay and enemies are very incompetent.
That's part of what a classic difficulty setting does - it made enemies have more health, resistances, damage output in order to make up for the players knowledge and skill of the mechanics.
OT is great for sure but it has a big flaw which is that the only difficulty it has is practically novice. It's centered around level 10 players with no game knowledge and mismatched gear.
Once you have a basic understanding of the mechanics it became a cakewalk - even with no help from alts. Nothing is much of a threat and you are never really at risk.
and Main Story Bosses are very stripped down - bare minimum - encounters. Which made for a disappointing and anti climatic conclusion to the many Storylines
With respect, that is where the misconception lies, not in my point. You are assessing it from the point of view of an experienced player with full knowledge of the mechanics, rather than from the point of view of the average player running overland content. Most such complaints come from players who claim to routinely solo world bosses - most players cannot, and the overland content is tailored for them as it should be, while veteran content like dungeons and trials is tailored for those who can treat overland content as a cakewalk.
As for main storyline encounters, they should never be locked behind elite combat abilities, one of my absolute hates in computer games of any kind is when I sail through the entire game until the final encounter when I get insta-wiped because I don't have the reflexes and dexterity of a player 50 years younger than me, or the desire to spend ages watching videos on You Tube to learn second by second how to finish a game I had no trouble in playing up to that point. The main storyline is first and foremost about the story and should be capable of being completed by anyone who has got to that stage.
Where I am much more sympathetic to the case for optional veteran challenge settings in overland content is in DLC/Chapter releases where I can appreciate that elite players want to be able to experience the new content with a degree of challenge. That is, however, a different case to the one whereby people want veteran gear dropping on their low-level alts from mobs in Khenarthi's Roost.
1. This has been said before - but this complaint is not exclusive to "Elite Players" it was the top critique from all of my friends I introduced to the game who did not stick around very long - and many average casual and even New players have voiced this criticism.
This is not coming from people who just solo World Bosses, Dolmens, and Dungeons. This is not an Elitist issue - it never was.
2. No one is saying to lock the story behind elite combat skills - people have asked for an optional difficulty setting for Story Bosses.
As they are right now Story bosses are not mechanically engaging for anyone who isn't a beginner (and even then it's debatable) so people have asked for the option to have a fight more on par with their skill level. Because that makes the story more fun for them.
3. I don't know what you mean by veteran gear drops exactly. Like a color upgrade? Because I have not seen anyone argue for dungeons sets to drop in overland. Personally I don't care about rewards and don't like getting into that discussion because it always leads to purity test strawman arguments - I just want a better gameplay experience for overland and story content that I can look forward to and enjoy.
Why spend the time creating balanced, engaging content when the same boring, copy and paste overland zones sell every year? Why bother writing a unique story or fleshing out the lore in meaningful ways when you can sell "Vestige teams up with intrepid young galpal who thwarts obviously evil traitor in service to dragon/Daedric prince/generic fantasy demigod on the way to realizing her true destiny" three years in a row? Why fix your PvP when you can simply take advantage of the convenient fact that there's almost no competition on the market in the genre (though this is changing)?
wenchmore420b14_ESO wrote: »People have said the game is doomed since closed beta before launch, and every month since launch.
"Game is dying". Well, it's still here and yes, it's lore is canon.
My two drakes. Huzzah!
SilverBride wrote: »ESO is not for everyone. No game is. But it works for a lot of players. Changing a working formula would not be a good business move.
adding a difficulty option instance would hardly "Change a Working Formula" or make it a totally different game - again it's really not that radical of a concept.
EDIT: I would also say it's a good business move to ensure long term engagement of its players - and I hear way more stories about people leaving because the overland/story is too easy - I hardly hear anyone leaving because something was "too hard".
SilverBride wrote: »That is another pet peeve. We used to have:
Just buy the game, then;
buy the game, and the expansions;
don't buy the game, but you have this option of micro transactions;
buy the game, buy the expansions and have a monthly fee.
Now we have: buy the game, buy the expansion, have a monthly fee, and here are some things you can buy extra too.
I look at it this way. When I'm on vacation and take a trip, first I pay for airline tickets. Then I book a room and pay for lodging. Then I pay for experiences, such as tours of the area. Then there are meals, and souvenirs, etc..
Well I consider ESO my vacation from the world. I expect there will be added costs here and there, but they are all optional depending on how much of an experience I am looking for.
ESO is entertainment for us, but for ZoS it's a business that needs a steady revenue to remain afloat.
FlopsyPrince wrote: »wenchmore420b14_ESO wrote: »People have said the game is doomed since closed beta before launch, and every month since launch.
"Game is dying". Well, it's still here and yes, it's lore is canon.
My two drakes. Huzzah!
The same was what people said about World of Warcraft.
It took a few years, but they are finally facing their own doom. Don't think ESO is immune. In fact, it would probably be closed down even quicker than WoW would....
FlopsyPrince wrote: »SilverBride wrote: »ESO is not for everyone. No game is. But it works for a lot of players. Changing a working formula would not be a good business move.
adding a difficulty option instance would hardly "Change a Working Formula" or make it a totally different game - again it's really not that radical of a concept.
EDIT: I would also say it's a good business move to ensure long term engagement of its players - and I hear way more stories about people leaving because the overland/story is too easy - I hardly hear anyone leaving because something was "too hard".
You would lose far more people if you made the game hard enough to please most of these people. I don't want to get killed multiple times running from one city to another, sorry to all of you. Which would lose more money could be a question, but player base size matters too. Few of those who want harder overland content would keep running overland for a long time, after they got their fill of that hard content.